Psi-Slinger

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Venatus Vinco
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Psi-Slinger

Post by Venatus Vinco » Sun Sep 22, 2019 6:41 pm

HJ
1d20: 19
1d20: 7

FG d20
1d20: 6
1d20: 10

Rich
1d20: 8
1d20: 4
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Re: Psi-Slinger

Post by Venatus Vinco » Mon Sep 23, 2019 4:34 pm

Clara Horn
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Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS (Psi-Slinger)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 0; Toughness: 5; Strain: 0; Body Armor: 17 (8)

Skills:
  • Athletics d8
  • Common Knowledge d4
  • Notice d8
  • Persuasion d6
  • Stealth d6
  • Psionics d10
  • Shooting d10
  • Occult d6
  • Academics d6
  • Riding d8
  • Fighting d6
  • Intimidation d8
  • Survival d4
Hindrances
  • Heroic (IF): Helps those in need.
  • Driven (Major): The world is dark and needs saving.
  • Ruthless (Major): Harsh justice is the best justice
Edges
  • Arcane Background (Psionics): 10 ISP, one additional power
  • Ambidextrous (IF): Ignore –2 penalty when making Trait rolls with off-hand.
  • Two Gun Kid (IF): Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.
  • Danger Sense (IF): Notice roll at +2 to sense ambushes or similar events.
  • Quick (IF): Redraw action cards of 5 or lower
  • Rich (FG): 15,000 credits, 2 HJ rolls
  • Connections: Arzno Mercenary Company
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes –4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement: When imbuing a firearm with smite, the weapon does one additional die of damage.
  • Trademark Weapon (HJ): Colt Pistols
  • Major Psionics (Human): DOuble base ISP. Before attempting a Psionics skill roll, may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2. +10 ISp when taking Power Points edge.
  • Marksman (N1): Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Master Psionic (S1): Mega Power Modifiers
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Re: Psi-Slinger

Post by Venatus Vinco » Mon Sep 23, 2019 4:34 pm

Powers
Arcane Background: Psionics
PPE/ISP: 20 - Recovery: 1

TK Bolt [bolt] (1) [Novice] (Innate)
  • Range: Smarts x 2
  • Duration: Instant
  • Trapping: An invisible bolt of telekinetic force
  • Effect: Fire a 2d6 bolt
  • Modifiers:
    • Damage (+2): The bolt causes 3d6 damage (4d6 with a raise).
    • Greater Bolt (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
    • Onslaught (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil)
TK Accelerated Attack [smite] (2) [Novice] (Innate)
  • Range: Self Only
  • Duration: 5
  • Trapping: Telekinetically accelerates attacks
  • Effect:
  • Modifiers
    • Greater Smite (+2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already.
Telekinesis [telekinesis] (5) [Seasoned] (Innate)
  • Range: Smarts x2
  • Duration: 5
  • Trapping: invisible telekinetic force
  • Effect: move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise.
  • Modifiers:
    • Exalted Telekinesis (+3): The Strength of telekinesis is d12, + 2 Strength for each raise.
Psychic Body Field [protection] (1) [Novice] (Innate)
  • Range: Self
  • Duration: 5
  • Trapping: A telekinetic field surrounds the gunslinger
  • Effect: creates an invisible field of armor around a character, giving him 2 points of Armor, or +4 with a raise.
  • Modifiers:
    • More Armor (+1): Success grants 4 points of Armor (+6 with a raise).
    • Toughness (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
    • Greater Protection (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier.
Intuitive Combat [warrior’s gift] (4) [Seasoned]
  • Range: Self
  • Duration: 5
  • Trapping: Can sense attacks and movements before they happen
  • Effect: Gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement)
  • Modifiers:
    • Greater Warrior’s Gift (+4): The recipient gains two Combat Edges at once.
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Re: Psi-Slinger

Post by Venatus Vinco » Mon Sep 23, 2019 4:35 pm

Background
Born with a gift, she wanders from town to town helping out those in need.
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Re: Psi-Slinger

Post by Venatus Vinco » Mon Sep 23, 2019 4:35 pm

Gear
2 x Colt Peacemaker (.45)
  • 12/24/48
  • Damage: 2d6+1 AP 1
  • ROF: 1
  • Rounds: 6
  • Min Str: d4
  • Weight: 4
  • Cost: 200
  • Ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Concealment, Illumination, and Range.
  • When you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total. Trademark Weapon.
Armored Duster
  • +2 Armor, +1 Toughness
  • Cost 6,000 credits (Rich)
Combat Mage Heavy EBA (TW)
  • Protection: +6 Armor, +3 Toughness
  • Min Str.: d10
  • Weight: 36
  • Cost: 250,000
  • Notes: while powered increase Strength two dice and ignore Min Str, farsight and darksight.
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Re: Psi-Slinger

Post by Venatus Vinco » Mon Sep 23, 2019 4:36 pm

Advances
Iconic Framework
  • Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities with the Range (Self) limitation. Choose one other power from the standard Psionics list.
  • Begin with Shooting d6 plus the Ambidextrous and Two-Gun Kid Edges.
  • Begin with the Danger Sense and Quick Edges.
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes –4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement: When imbuing a firearm with smite, the weapon does one additional die of damage. E.g, a Colt Peacemaker empowered with base smite by a Psi- Slinger does 3d6+3 damage.
  • Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no
  • added benefit.
  • Make one less roll on the Hero’s Journey tables.
  • Begin with standard Starting Gear, substituting two Colt Peacemakers.
Hero’s Journey
  • Ranged Weapons (7): The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Concealment, Illumination, and Range.
  • Ranged Weapons (17): This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total.
Rich
  • Ranged Weapons (8): The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Concealment, Illumination, and Range.
  • Body Armor (4): You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
MARS Fortune & Glory
  • 6 Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • 10 Wealthy and Connected: Begins with the Rich and Connections Edges.
Advances
  • Initial Advances: (From Hindrances): +1 Spirit, Master Psionic
  • Free Edge (Human): Major Psionics
  • Novice 1 Advance: Marksman
  • Novice 2 Advance: +1 Agility
  • Novice 3 Advance: +1 Shooting, +1 Intimidation
  • Seasoned 1 Advance: +1 Vigor
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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